blob: d3d1ed9c47d969b91dd1466fe315f38a77a2ef0c (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
|
#ifndef GUARD_MAP_H
#define GUARD_MAP_H
#include "dungeon_entity.h"
#define MAX_ROOM_COUNT 24 // Empirical max, not sure if the code supports any more.
struct MapTile
{
/* 0x0 */ u8 tileFlags;
/* 0x1 */ bool8 stairs;
u8 fill2[0x9 - 0x2];
/* 0x9 */ u8 roomIndex;
// Bitwise flags for whether Pokémon can move to an adjacent tile. Bits correspond to directions in direction.h.
// Different sets of flags are used for Pokémon that can cross special terrain.
/* 0xA */ u8 canMoveAdjacent;
/* 0xB */ u8 canMoveAdjacentLiquid;
/* 0xC */ u8 canMoveAdjacentCrevice;
/* 0xD */ u8 canMoveAdjacentWall;
u8 fillE[0x10 - 0xE];
/* 0x10 */ struct DungeonEntity *pokemon; // Pokémon on the tile.
/* 0x14 */ struct DungeonEntity *mapObject; // Item or trap on the tile.
};
struct MapRoom
{
u8 fill0[0x2 - 0x0];
// All coordinates are inclusive.
/* 0x2 */ s16 startX;
/* 0x4 */ s16 startY;
/* 0x6 */ s16 endX;
/* 0x8 */ s16 endY;
u8 fillA[0x1C - 0xA];
};
struct RoomExit
{
s16 x;
s16 y;
};
enum TileFlag
{
TILE_TYPE_FLOOR = 1 << 0,
TILE_TYPE_LIQUID = 1 << 2, // Water or lava depending on the dungeon.
TILE_TYPE_ROOM_EXIT = 1 << 3,
TILE_TYPE_MAP_EDGE = 1 << 4,
TILE_TYPE_SHOP = 1 << 5,
TILE_TYPE_MONSTER_HOUSE = 1 << 6,
TILE_TYPE_STAIRS = 1 << 9
};
enum CrossableTerrain
{
CROSSABLE_TERRAIN_REGULAR = 0,
CROSSABLE_TERRAIN_LIQUID = 1,
CROSSABLE_TERRAIN_CREVICE = 2,
CROSSABLE_TERRAIN_WALL = 3,
};
#endif
|